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Houdini Engine for Unreal » Toggle Parameters missing in HDA [Fixed]
- chrisgreb
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That's strange - I don't see that problem. Although that code was touched in recent commits. Could you try regenerating your visual studio project? Also you could try the daily build of H16 (16.0.689) to verify that the problem is with your own build or not.
Houdini Engine for Unreal » Problem with pivots after processing meshes in HDA
- chrisgreb
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The plugin doesn't have a built-in way to move the pivot of packed primitive geometry. That sounds like a good RFE though - we could add an attribute for that.
For a workaround you could promote the $CEX,$CEY,$CEZ variables for each packed primitive to their respective points, then you unpack and transform all the points by the negative of those saved values. Then you simply re-pack into packed primitives and transform each of those by the same values again!… I think that's 3 foreach loops.
By the way, sockets are supported: http://www.sidefx.com/docs/unreal/_sockets.html [www.sidefx.com]
For a workaround you could promote the $CEX,$CEY,$CEZ variables for each packed primitive to their respective points, then you unpack and transform all the points by the negative of those saved values. Then you simply re-pack into packed primitives and transform each of those by the same values again!… I think that's 3 foreach loops.
By the way, sockets are supported: http://www.sidefx.com/docs/unreal/_sockets.html [www.sidefx.com]
Edited by chrisgreb - Aug. 1, 2017 15:14:43
Houdini Engine for Unreal » Procedural Generated Destructible Meshes?
- chrisgreb
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Could you elaborate on your desired result and workflow? The plugin doesn't currently have any functionality for generating destructible mesh assets in ue4.
Houdini Engine for Unreal » How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0)
- chrisgreb
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This looks like it may be a bug, It would help if you could attach your HDA either here, or to a new bug report if you prefer.
Houdini Engine for Unreal » How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0)
- chrisgreb
- 603 posts
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Houdini Engine for Unreal » UploadChangedParameters failed when changing Input Path?
- chrisgreb
- 603 posts
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Houdini Engine for Unreal » Houdini engine plugin on UE4 vs Xbox
- chrisgreb
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The runtime version of the plugin *should* build for XBox target. There was a recent fix to the .uplugin to allow the plugin to be packaged with a standalone build.
DASD is correct, there is no runtime functionality as such, the custom component will be basically acting like a simple scenecomponent to hold the generated meshes etc in the scene.
DASD is correct, there is no runtime functionality as such, the custom component will be basically acting like a simple scenecomponent to hold the generated meshes etc in the scene.
Houdini Engine for Unreal » Houdini HDA light map issues and Scaling.
- chrisgreb
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Did you change your HDA actor type in UE4 to be mobility ‘Static’? Static lighting won't work with mobile actors.
Houdini Engine for Unreal » Houdini Engine Build UE 4 question
- chrisgreb
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I see, a blueprint-only project can only use engine plugins.
So if you still needed to build the plugin you would have to have a source build of the engine with HoudiniEngine added to the usual spot so that the engine build process would pick it up and build it for your target. Then any Blueprint game based on that engine would be able to package successfully.
So if you still needed to build the plugin you would have to have a source build of the engine with HoudiniEngine added to the usual spot so that the engine build process would pick it up and build it for your target. Then any Blueprint game based on that engine would be able to package successfully.
Houdini Engine for Unreal » Houdini Engine Build UE 4 question
- chrisgreb
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We are intending to fix this soon, the issue is that the plugin installer does not include pre-built game binaries, so it only works with an editor build.
I assume you are using a C++ game project.
The workaround is to move the plugin installation to your game project. So for example if my game is located at E:\UEGames\Cpp416:
I assume you are using a C++ game project.
The workaround is to move the plugin installation to your game project. So for example if my game is located at E:\UEGames\Cpp416:
- Create folder E:\UEGames\Cpp416\Plugins
- move C:\Program Files\Epic Games\UE_4.16\Engine\Plugins\Runtime\HoudiniEngine
to E:\UEGames\Cpp416\Plugins - Right mouse menu on Cpp416.uproject -> Generate Visual Studio Project
- Build your game project - it should detect the plugin and build it for you.
Houdini Engine for Unreal » Houdini HDA light map issues and Scaling.
- chrisgreb
- 603 posts
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It would be helpful if you could post your HDA and screenshots of the problem. Or if you prefer to submit a bug report with the same information for us to take a look.
Houdini Engine for Unity » Reducing meshes in the engine messes up UV mapping [FIXED]
- chrisgreb
- 603 posts
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There's an example from another user here:
https://www.sidefx.com/forum/topic/48773/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/48773/ [www.sidefx.com]
Houdini Engine for Unreal » HDA with multiple meshes?
- chrisgreb
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An obj-level HDA can have multiple static meshes, each top level obj with a display flag that has geometry will result in a separate static mesh. For example dropping down two sphere objects in your scene and packaging that up will result in two static mesh components in ue4.
Edited by chrisgreb - May 8, 2017 09:27:07
Houdini Engine for Unreal » How do I assign my HDA with multiple material elements for Unreal to see?
- chrisgreb
- 603 posts
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You can apply a material by primitive using the material sop node, which applies the shop_materialpath attribute. This will be picked up automatically by the plugin and translated into an unreal material. Make sure your material is inside your HDA.
Or you could use the primitive attribute unreal_material with an unreal asset path to your material uasset, for example Material'/Game/NewMaterial.NewMaterial'
Or you could use the primitive attribute unreal_material with an unreal asset path to your material uasset, for example Material'/Game/NewMaterial.NewMaterial'
Houdini Engine for Unreal » [Resolved] Assigning materials
- chrisgreb
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Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- chrisgreb
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Yes, your heightfield Layers will be imported as Landscape Layers in UE4, if that's what you mean.
http://www.sidefx.com/docs/unreal16.0/_landscapes.html [sidefx.com]
http://www.sidefx.com/docs/unreal16.0/_landscapes.html [sidefx.com]
Edited by chrisgreb - March 17, 2017 11:16:04
Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- chrisgreb
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In my testing it seemed to work if the material reference is hard coded in the “Attribute Create” node instead of using a channel reference. For example: Material'/Engine/EngineMaterials/CubeMaterial.CubeMaterial'
There may be a bug in how that string expression is being evaluated by the plug-in. I've added a bug report for it.
There may be a bug in how that string expression is being evaluated by the plug-in. I've added a bug report for it.
Houdini Engine for Unreal » Heigrarcical instance static mesh from houdini to unreal
- chrisgreb
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There's no built-in way to do this. You would need to Bake your asset to a blueprint and then manually modify it to use a Hierarchical Instanced Static Mesh Component instead.
Houdini Engine for Unreal » Dynamic Destruction to UE4
- chrisgreb
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I'm curious how do you mean dicey? Are you simulating the destruction in the async scene ?
Houdini Engine for Unreal » Voxel art landscape from houdini to unreal
- chrisgreb
- 603 posts
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I'm not an expert, but it's my understanding that all instances of a static mesh are drawn as one draw call, so individual instances cannot be culled. You may want to look into using Hierarchical Instanced Static Mesh instead which handles LOD and culling.
I wonder if instancing is really the way to go with this though, isn't it cheaper to generate one big static mesh instead?
I wonder if instancing is really the way to go with this though, isn't it cheaper to generate one big static mesh instead?
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